Add true color support to voxel renderer

This commit is contained in:
Magnus Norddahl 2017-02-12 01:27:26 +01:00
commit 5a85fabfa6
5 changed files with 83 additions and 3 deletions

View file

@ -187,6 +187,7 @@ void FSoftwareRenderer::RemapVoxels()
{
for (unsigned i=0; i<Voxels.Size(); i++)
{
Voxels[i]->CreateBgraSlabData();
Voxels[i]->Remap();
}
}

View file

@ -538,6 +538,18 @@ namespace swrenderer
}
z2a[xxx] = MIN<int>(z2, dadmost[lxt + xxx]);
}
const uint8_t *columnColors = col;
bool bgra = viewport->RenderTarget->IsBgra();
if (bgra)
{
// The true color slab data array is identical, except its using uint32 instead of uint8.
//
// We can find the same slab column by calculating the offset from the start of SlabData
// and use that to offset into the BGRA version of the same data.
columnColors = (const uint8_t *)(&mip->SlabDataBgra[0] + (ptrdiff_t)(col - mip->SlabData));
}
// Find top and bottom pixels that match and draw them as one strip
for (int xxl = 0, xxr; xxl < stripwidth; )
{
@ -559,7 +571,7 @@ namespace swrenderer
{
drawerargs.SetDest(lxt + x, z1);
drawerargs.SetCount(z2 - z1);
drawerargs.DrawVoxelColumn(thread, yplc[xxl], yinc, col, zleng);
drawerargs.DrawVoxelColumn(thread, yplc[xxl], yinc, columnColors, zleng);
}
/*

View file

@ -499,8 +499,19 @@ namespace swrenderer
void SpriteDrawerArgs::DrawVoxelColumn(RenderThread *thread, fixed_t vPos, fixed_t vStep, const uint8_t *voxels, int voxelsCount)
{
dc_iscale = vStep;
dc_texturefrac = vPos;
if (RenderViewport::Instance()->RenderTarget->IsBgra())
{
double v = vPos / (double)voxelsCount / FRACUNIT;
double vstep = vStep / (double)voxelsCount / FRACUNIT;
dc_texturefrac = (int)(v * (1 << 30));
dc_iscale = (int)(vstep * (1 << 30));
}
else
{
dc_texturefrac = vPos;
dc_iscale = vStep;
}
dc_texturefracx = 0;
dc_source = voxels;
dc_source2 = 0;